ATHLETIC VIRTUAL SPORT IS COMPETITIVE, ATHLETIC ACTIVITY IN VIRTUAL SPACE.
But let’s have a closer look at that definition.
As important as any movement may be, from exercise to dance, that movement must be competitive in order to be sport.
Many activities are competitive, but they are not sport. Chess is competitive, and so is bridge. But neither is a sport.
Games played on a keyboard can be incredibly competitive and they may simulate athletic sports – like tennis or football – on their screens.
But they are not sports, as much as many of their proponents and fans wish they were.
Sport makes you sweat… not only from nervous tension, but from physical exertion.
Athletic Virtual Sport takes place in that real and virtual space called Virtual Reality, with all the effort and limitations of the physical world, and all the fantastic possibility of the virtual one.
This is why Racket:Next is the ultimate athletic virtual sport.
It combines all of the physical moves of racquet sport in a virtual world where the racquet, the ball, and the “court” itself are completely magical… impossible to exist “in real life.”
And it can all happen HERE:
The Racket:Next Play Space, with all of its full body and leg movement, is entirely contained inside a two meter circle, like this player:
Now… imagine trying to play badminton or tennis or racquetball or squash in that same living room space…
It just might look something like this [she’d have to crash through the window to get to the net]:
This is why we insist that our Athletic Virtual Sport be playable in “Room Space,” somewhere in the average home.
We also insist – for the sake of mass adoption – that the COST of our Real Virtual Sport fits somewhere in the average wallet or pocketbook.
Say… less than US$500 for EVERYTHING that it takes to play and compete.
Because we want EVERYONE to have a chance to play an ATHLETIC sport in Virtual Reality… where the future waits.